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In this paper, we investigate whether timing in monolingual acquisition interacts with age of onset and input effects in child bilingualism. Six different morpho-syntactic and semantic phenomena acquired early, late or very late are considered, with their timing in L1 acquisition varying between age 3 (subject-verb agreement) and after age 6 (case marking). Data from simultaneous bilingual children (2L1) whose mean age of onset to German was 3 months are compared with data from early second language learners of German (eL2) whose mean age of onset to German was 35 months as well as with data from monolingual children. To explore change over time, children were tested twice at the ages of 4;4 and 5;8 years. The main findings were that 2L1 children had an advantage over their eL2 peers in early acquired phenomena, which disappeared with time, whereas in late acquired phenomena 2L1 and eL2 children did not differ. Moreover, 2L1 children performed like monolingual children in early acquired phenomena but had a disadvantage in the late acquired phenomena with the amount of delay decreasing with time. We conclude that age of onset effects are modulated by effects of timing in monolingual acquisition. Contrary to expectation, input in terms of language dominance, measured as the dominant language used at home, did not affect simultaneous bilingual children’s performance in any of the phenomena. We discuss the implications of our findings for the hypothesis that acquisition of late phenomena is determined by input alone and suggest an alternative concept: the learner’s internal need for time to master a phenomenon, which is determined by its complexity and cross-linguistic robustness.
Aquesta tesi doctoral estudia la construcció de la notícia sobre esdeveniments del procés polític català en els mitjans de comunicació escrits alemanys. El període d’anàlisi s’estèn del 2010 al 2015, quan el procés ha passat de la societat civil a l’agenda política catalana i s’ha internacionalitzat. En aquest context, l’opinió publicada alemanya es considera un referent.
La tesi analitza dotze fets clau a partir d’una doble metodologia, quantitativa i qualitativa. Es duu a terme una anàlisi d’Agenda i de Frames, també s’aplica una Anàlisi del Discurs i es complementa la recerca amb entrevistes a periodistes i polítics. La metodologia ha estat provada i validada per set analistes germanòfons.
Els resultats de la recerca, exposats a més en quaranta-nou taules i figures, mostren l’establiment de l’agenda i els enquadraments dels temes i actors del procés català, la relació entre discurs, poder i legitimació, així com la construcció de l’opinió publicada alemanya.
The medium of videogames has not been sufficiently explored by narratologists yet. However, this medium has unique challenges to offer to any narratologists. In this paper, I will explain what challenges narratology has to face when analyzing an avatar: how can a story be told if the person who the story is told to controls the protagonist? To answer this question, it is important to be able to analyze this avatar first. To this end, I will point out unique characteristics of videogame characters. After establishing those, I will suggest ways to analyze the avatar on a narratological basis as a ground work towards answering the previous, big question of narratology in the medium of videogames.
Cellular mobile networks, in which devices constantly relay their location and their movements, are formed by the motion of end devices in relation to the position of radio towers. As a matter of principle, it is this motion that allows the location of devices to be identified within the network. The article argues that the emergence of mobile media based on cellular triangulation has introduced an ontology in which, by technical necessity, the position of every object is constantly registered and objects that do not have an address do not exist. The location and movement of all participants are, at all times, a known technical variable. With Xeros PARC’s “ubiquitous computing” as a reference case, the article scrutinizes how movement triggers the process that registers the locations of mobile phones or smartphones, a development it situates against the cybernetic imagination of determining the location and the movement of an object at the same time.